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path: root/enemiesattacks/poison.gbasm
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Poison_sight_check: ; BC = XY of the enemy. D = direction (must be unchanged). Direction to face in E (or 0 if not)
	LD E, $00

	LD A, L
	AND $f0
	ADD $09
	LD L, A
	LD A, $00
	CP (HL)
	RET Z
	JP =Check_player_next_to

Poison_Enemy_Attack: ; Direction to face in E. Result in BC (XY), Direction in D
	LD A, D
	AND $f0
	SWAP A
	LD D, A
	LD A, E
	DEC A
	DEC D
	XOR D
	INC D
	CP $00
	JR Z, =.attack
	BIT 1, A
	JR NZ, =.attack

	LD D, E
	LD A, D
	SWAP A
	AND $70
	OR D
	LD D, A
	RET

	.attack:
	LD A, E
	SWAP A
	AND $70
	OR E
	LD D, A
	LD A, L
	AND $f0
	OR $0a
	LD L, A
	LD (HL), $01

	PUSH BC
	LD A, $mem_bunny_direction
	AND $08
	LD B, A
	LD A, $mem_bunny_flags
	AND $01
	OR B
	CP $09
	POP BC
	RET Z

	LD A, $mem_bunny_flags
	CP $00
	RET NZ

	LD A, $08
	LD $mem_bunny_status, A

	LD A, $0a
	LD $mem_bunny_status_clear_turn_counter, A

	.SET_SOUND_EFFECT =_sound_effect_Bite

	LD A, L
	AND $f0
	ADD $07
	LD L, A
	SET 2, (HL)

	LD A, L
	AND $f0
	ADD $09
	LD L, A
	DEC (HL)

	RET